[HN Gopher] Generals.io - Capture enemy generals to defeat them
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       Generals.io - Capture enemy generals to defeat them
        
       Author : emj
       Score  : 236 points
       Date   : 2023-12-24 09:38 UTC (13 hours ago)
        
 (HTM) web link (generals.io)
 (TXT) w3m dump (generals.io)
        
       | _private wrote:
       | nice little game!
        
       | shakezzz wrote:
       | What do you think are they using for the map?
        
         | codefined wrote:
         | One of the original devs here. The map is just html with
         | position offsets!
        
         | ivanjermakov wrote:
         | HTML table
        
       | 0xDEAFBEAD wrote:
       | I used to play the 8-player version of this game a lot. Here's an
       | analysis of the strategy. I put it in rot13 in case you prefer to
       | discover for yourself.
       | 
       | Gurer ner 3 onfvp fgengrtvrf va gur rneyl tnzr:
       | 
       | 1. Encvq nffnhyg. Jnvg sbe n qrprag-fvmrq nezl ba lbhe pncvgny,
       | gura fgneg punetvat nebhaq gur znc naq ubcr gung lbh ner noyr gb
       | pncgher nabgure cynlre'f pncvgny juvyr vg'f cbbeyl qrsraqrq.
       | 
       | 2. Encvq tebjgu. Sbphf ba pncghevat greevgbel naq arhgeny pvgvrf.
       | Ihyarenoyr gb encvq nffnhyg, fvapr pncghevat pvgvrf jvyy qrcyrgr
       | lbhe sbeprf va gur fubeg grez naq yrnir lbhe pncvgny ihyarenoyr.
       | 
       | 3. Qrsrafvir tebjgu. Fybjre naq fgrnyguvre pncgher bs greevgbel
       | naq arhgeny pvgvrf, jurer lbh tebj pnhgvbhfyl naq sbphf ba
       | fheivivat encvq nffnhygf. Vg graqf gb ybfr gb encvq tebjgu, ohg
       | jva ntnvafg encvq nffnhyg.
       | 
       | Fb gur guerr fgengrtvrf unir n ebpx/cncre/fpvffbef eryngvbafuvc.
       | Vs lbh abgvpr gung n cnegvphyne fgengrtl vf cbchyne va gur
       | pheerag zrgntnzr, lbh pna nqwhfg lbhe bja fgengrtl nppbeqvatyl.
       | 
       | Va rvtug-cynlre, lbh xabj gurer jvyy or frira ybfref. Vs lbh jnag
       | gb or gur bar jvaare, lbh unir gb trg yhpxl. Fb vg znxrf frafr gb
       | yrna gbjneqf n uvtu-inevnapr fgengrtl yvxr encvq tebjgu be encvq
       | nffnhyg.
       | 
       | Va gur zvq naq yngr tnzr, cynlref graq gb or birezngpurq ntnvafg
       | rnpu bgure. Lbh'yy unir whfg 2 be 3 rzcverf erznvavat. Hfhnyyl
       | bar rzcver jvyy or fvtavsvpnagyl fgebatre. Vs lbh ner gur jrnxre
       | rzcver, lbhe orfg fubg gb jva vf trarenyyl gb sbez n znffvir nezl
       | jvgu nyy bs lbhe sbeprf, punetr vagb lbhe bccbarag'f greevgbel,
       | naq frr vs lbh pna gnxr gurve pncvgny qhevat n zbzrag jura vg'f
       | cbbeyl qrsraqrq. Vs lbh ner gur fgebatre rzcver, lbh xabj lbh'er
       | tbvat gb jva ol qrsnhyg qhr gb gur fabjonyy angher bs gur tnzr.
       | Fb gur vzcbegnag guvat vf gb qrsraq ntnvafg gur fbeg bs fhecevfr
       | nggnpx V whfg qrfpevorq. Gurer unir bayl orra n srj gvzrf jura V
       | ybfg sebz n cbfvgvba bs fgeratgu, jura zl jrnxre bccbarag znantrq
       | gb bhgcynl zr ba gur onfvp zrpunavpf bs greevgbel naq pvgl
       | pncgher. Nernf jvgu n uvtu qrafvgl bs pvgvrf ner rfcrpvnyyl
       | inyhnoyr gb gnxr pbageby bs, vs lbh pna znantr gb qb vg, juvpu
       | graqf gb or qvssvphyg.
        
         | Jabrov wrote:
         | Deciphered if you don't feel like doing it and want to read it
         | here:
         | 
         | There are 3 basic strategies in the early game:
         | 
         | 1. Rapid assault. Wait for a decent-sized army on your capital,
         | then start charging around the map and hope that you are able
         | to capture another player's capital while it's poorly defended.
         | 
         | 2. Rapid growth. Focus on capturing territory and neutral
         | cities. Vulnerable to rapid assault, since capturing cities
         | will deplete your forces in the short term and leave your
         | capital vulnerable.
         | 
         | 3. Defensive growth. Slower and stealthier capture of territory
         | and neutral cities, where you grow cautiously and focus on
         | surviving rapid assaults. It tends to lose to rapid growth, but
         | win against rapid assault.
         | 
         | So the three strategies have a rock/paper/scissors
         | relationship. If you notice that a particular strategy is
         | popular in the current metagame, you can adjust your own
         | strategy accordingly. In eight-player, you know there will be
         | seven losers.
         | 
         | If you want to be the one winner, you have to get lucky. So it
         | makes sense to lean towards a high-variance strategy like rapid
         | growth or rapid assault.
         | 
         | In the mid and late game, players tend to be overmatched
         | against each other. You'll have just 2 or 3 empires remaining.
         | Usually one empire will be significantly stronger. If you are
         | the weaker empire, your best shot to win is generally to form a
         | massive army with all of your forces, charge into your
         | opponent's territory, and see if you can take their capital
         | during a moment when it's poorly defended. If you are the
         | stronger empire, you know you're going to win by default due to
         | the snowball nature of the game. So the important thing is to
         | defend against the sort of surprise attack I just described.
         | There have only been a few times when I lost from a position of
         | strength, when my weaker opponent managed to outplay me on the
         | basic mechanics of territory and city capture. Areas with a
         | high density of cities are especially valuable to take control
         | of, if you can manage to do it, which tends to be difficult.
        
           | mat_epice wrote:
           | If the GP wanted to hide it, it's a pretty strange thing to
           | explicitly unhide it.
        
             | jimmywetnips wrote:
             | I appreciate it
        
               | chrisweekly wrote:
               | I appreciate it too. The deciphered version is clearly
               | noted as such, which even respects the OP intent in
               | giving readers the choice to skip reading it.
        
             | chaps wrote:
             | To be honest it's a strange thing to rot13. I get why OP
             | did it, but I'm really not sure the benefit outweighs the
             | negatives or that it accomplished what it was supposed to.
             | Those aren't exactly spoilers in the same way as visual
             | media, where a fraction of a second can reveal the whole
             | story.
             | 
             | Brb painting a shed.
        
             | jasonwatkinspdx wrote:
             | It's just one person's perspective on strategy not some
             | sort of spoilers or cheat codes.
        
           | veqq wrote:
           | There are many problems here. Taking a neutral city costs 40
           | troops, taking a long time to recuperate. You're better off
           | looking for the enemy and attacking immediately, only taking
           | neutral cities in the late game when it takes 20+ moves to
           | deploy men against the enemy.
           | 
           | Attacking the enemy is better than taking neutral territory,
           | n.b. you want to do this towards the end of the turn so your
           | conquered territory will respawn.
        
             | cmrdporcupine wrote:
             | Was going to reply to say the same thing. It's tempting to
             | take neutral cities at the start and sometimes I do it, but
             | it's almost always a mistake, and I can usually tell when
             | other players do it and they make easy pickings. It takes a
             | long time to recover from taking a city, and the payoff
             | isn't worth it until you have a lot of them.
             | 
             | It's better to cover a large swathe of territory. This can
             | hide where your general is, and every 25 turns you can
             | collect armies from the squares. Build up that way and then
             | you wait for someone next to you to get into a fight with
             | someone else, or take a neutral city, and then bomb in on
             | them in force when they can't defend, and take advantage of
             | all of their hard work.
             | 
             | There's also a bit of a "dark forest" aspect to the game,
             | where you can benefit from being hidden for a long time at
             | the beginning of the game, but you have to trade this off
             | with the disadvantage of not being able to build adequate
             | forces in that time.
             | 
             | I'm "bubbles" in the game.
        
             | ViktorV wrote:
             | In high level play you have to manage your land, the hard
             | thing is how to find the optimal route to collect your
             | army: It's advisable to take around 15-18 turns to collect
             | your army from an area and attack in the remaining 10-7
             | turns, so you can attack before the enemy numbers increase.
             | In high level 1v1 play what matters most is the area you
             | have, if you can get +1 area per 25 rounds from your enemy
             | you'll probably win.
             | 
             | But! As both of you collect more and more area it gets
             | really time consuming and after a point you just can't
             | collect your army optimally. I'd argue that the biggest
             | difference between skill levels at the highest levels is
             | how efficient the collecting is. At that point you'll need
             | cities. Always look for the opponent's counter to know how
             | many cities your opponent has.
             | 
             | Not that it matters but I was a top 5 1v1 player quite a
             | while ago.
        
           | _a_a_a_ wrote:
           | Oh, well done mate! gratz. Maybe he ROT'd it for a reason.
        
         | cced wrote:
         | Seriously just post the strategy with a spoiler alert.
        
       | whoChumpedwho wrote:
       | rematch
        
       | Jabrov wrote:
       | Just tried this out for the first time and I'm hooked! It even
       | works OK on mobile
        
         | matrss wrote:
         | I just played a few matches on my phone and there seems to be
         | some bug that can detect you as afk and loose you the game for
         | no apparent reason (i.e. while making moves). It's really a
         | good game otherwise.
        
       | reitzensteinm wrote:
       | Blast from the past! I played this a bunch when it was first
       | posted here, rose to #2 on the 8v8 US leader board, then went on
       | to make a similar game called Starjack which hit ~1k concurrent
       | players in 2019 (although it's no longer available).
       | 
       | Luck plays a role, but the game is almost entirely about reading
       | what other players are doing and thinking and reacting
       | appropriately. It's poker, not chess. I had a win rate
       | significantly over 50%, and hit a greater than 10 win streak at
       | one point in 8v8.
       | 
       | To add to some strategies posted here - although I haven't played
       | in five years (around the time that movement started to be
       | buffered), so things may have changed. I played a quick game to
       | jog my memory while writing this (and won it of course!)
       | 
       | The army count list tells you even more than exploring, and
       | correctly reading what's happening is key to high level play.
       | 
       | 1) An AFK player will slowly accumulate units on a predictable
       | schedule. They may or may not come back. AFK to build up units
       | and suddenly attack is a poor strategy, so you don't have to be
       | worried about them, but there are edge cases where you can get
       | stung.
       | 
       | 2) Players that have army counts that drop together are adjacent
       | - use this to understand where on the grid players are.
       | 
       | 3) If only a single player has an army count drop, they're
       | attacking a neutral city. It's a good time to attack as they've
       | made a large, long term investment.
       | 
       | 4) Players that have expanded but not lost any armies in a while
       | are looking for a chance to attack - be careful if you're next to
       | them.
       | 
       | 5) When players fighting a war of attrition, stubbornly trading
       | armies when they're not the only two left, they're probably not
       | very good. A well timed swoop in at the end of the fight will
       | capture all of the production. Don't get involved before that,
       | because they're not very good and will start a war of attrition
       | with you :)
       | 
       | 6) At the start, neutral territory has an immense ROI. Capture as
       | much as you possibly can. Don't worry too much about cities.
       | 
       | 7) Generally, neutral territory with high numbers at the end of
       | the game correlates with starting locations.
       | 
       | 8) Pay a lot of attention to the star ratings of the players to
       | know who is good and who isn't. Picking on beginners is fantastic
       | strategy, because you can generally capture their armies intact.
       | 
       | 9) Pay just as much attention to how well people are playing.
       | Expert players will maximise neutral ground, and after the first
       | pop at turn 25, you'll immediately see who you have to pay
       | attention to.
       | 
       | 10) If a player has launched a massed attack on you, it's often a
       | better strategy to counterattack if you think you know where
       | their base is better than they know where yours is. If you win,
       | you'll capture their army intact and this often guarantees a win.
       | 
       | 11) If you're not in the lead, throw everything you have into
       | conflict where you think you have advantage. You are at this
       | point "default dead", and if you play conservatively you'll lose.
       | 
       | 12) If you are in the lead, you can now profitably consolidate
       | cities without the power drop opening you up to attacks. Keep a
       | good chunk of an army close to your base to prevent sneak
       | attacks, and expand out to neutral territory as quickly as you
       | can, preparing to jump on anyone that's weak. You're "default
       | alive".
        
       | taway789aaa6 wrote:
       | I keep losing games because "you went AFK" even though I've been
       | moving units. What is considered "AFK"? Pretty frustrating tbh
        
         | calderknight wrote:
         | in FFA, you need to take at least 10 tiles by turn 60. That
         | means 11 tiles including your general. But if you encounter
         | another player before turn 60 it won't make you afk no matter
         | what.
        
           | cjbprime wrote:
           | (And note that to play well you'd want more like one tile
           | every two-or-less seconds in FFA.)
        
       | EduardoBautista wrote:
       | It appears as though, for the keyboard shortcuts, they are
       | matching on the "key", as in the actual letter, instead of the
       | "code", which is more accurate regarding the actual position of
       | the key.
       | 
       | Just a minor annoyance for alternative keyboard layout users.
       | Cool game, though!
        
         | jtokoph wrote:
         | This is something I never thought about. So key codes are based
         | on the physical location of the key on a standard
         | layout/qwerty, and changing your layout will cause the key
         | value to change but not the code?
        
           | an_ko wrote:
           | Yes, approximately. In X11 at least, the hardware codes are
           | called keycodes, and the human readable names are called
           | keysyms. Example of the XkbKeycodeToKeysym function in use: h
           | ttps://github.com/anko/xkbcat/blob/8abc3402cb679027a3bd0313..
           | .
           | 
           | Keysyms don't necessarily strictly match "key location";
           | keyboards are allowed to output whatever codes they want for
           | whatever key they want (see e.g. QMK firmware; often used in
           | custom keyboards to do complex conditional key remapping),
           | but they're in practice relatively consistent between common
           | keys on most keyboards, and consistent on the same keyboard
           | even if you switch keyboard layouts in software, unless you
           | have some custom keyboard firmware which functionality is
           | stateful.
        
       | brainzap wrote:
       | I thought the turns are fixed
        
       | birracerveza wrote:
       | This might have the best UX for onboarding I've ever seen. The
       | game is pretty damn good too. Turn based but real time is really
       | interesting.
       | 
       | EDIT Ok this is addicting. Mobile version when? It is playable on
       | mobile but having a touchable direction pad would work wonders.
        
         | spintin wrote:
         | You need WASD and E... and mouse. I have bluetooth keyboard +
         | mouse on my tablet. XD
        
       | fodkodrasz wrote:
       | Great game, great UX.
       | 
       | On suggestion for the UI: in replay the POV checkbox should be
       | unfocused after click, or event bubbling stopped, as space-bar
       | toggles both the autoplay and the POV now.
        
       | avdlinde wrote:
       | Neat clone of empire attack (now defunct,
       | https://www.ianandrew.com/empire-attack). Used to play the 10 day
       | variants there which were great fun, although more defense
       | focused I think.
        
       | vzhou842 wrote:
       | original creator of generals.io here (late to the party)
       | 
       | really cool to see people still having fun with this game I made
       | in college! I sold the game a few years back because I didn't
       | have time to properly maintain it, and I'm glad the new owners
       | have kept it running.
       | 
       | Linking to some past HN threads on this:
       | 
       | - https://news.ycombinator.com/item?id=13145781 original
       | generals.io post
       | 
       | - https://news.ycombinator.com/item?id=13562866 launch of the Bot
       | API
        
         | umvi wrote:
         | How much does a game/IP like that sell for, if I may ask?
        
           | winterrx wrote:
           | +1 also curious
        
           | pton_xd wrote:
           | 2-3x yearly net revenue, more if you're lucky.
           | 
           | Revenue is ultimately a function of DAU, either via ad RPMs
           | or IAP / subscription conversion rate.
           | 
           | Also most sales agreements have a confidentiality covenant.
        
             | umvi wrote:
             | > 2-3x yearly net revenue, more if you're lucky.
             | 
             | And what is the yearly net revenue of a game like generals?
             | 
             | > Also most sales agreements have a confidentiality
             | covenant
             | 
             | Yeah that's super annoying. I'm mainly just interested in
             | the ballpark. $10k? $50k? $100k? $500k? >$1m?
        
         | spintin wrote:
         | Did you ever consider to make the game persistent and MMO?
         | 
         | If so what made you resign that?
        
         | jzting wrote:
         | hi victor, good to see you here! hope you're well :)
        
       | gdsdfe wrote:
       | I'm always amazed how a simple game can be fun
        
       | voidfunc wrote:
       | This used to be the game I played during long nights at my
       | previous startup when I had downtime.
       | 
       | Both good and bad memories.
        
       | xaellison wrote:
       | "This username is not okay." c'mon "barfnuggets" is not that
       | offensive
        
       | saulpw wrote:
       | This game is a dopamine trap that has been bad for my brain
       | (since 2020). I have a bogus entry in my /etc/hosts to keep me
       | from playing it, and yet I too often disable it because I can't
       | help myself. It's like crack.
        
         | encoderer wrote:
         | Yeah I had the same issue with it in like 2017-18. Very
         | addictive and ultimately unsatisfying gameplay. Juice not worth
         | the squeeze. If you struggle with distraction and dopamine
         | loops just avoid it. You aren't missing much.
         | 
         | I also did the hosts file block and removed it. It's just like
         | any addictive behavior though: break the habit for a week or
         | two and you won't miss it. For me I was visiting family for 2
         | weeks and they had terrible internet so I couldn't win the game
         | anyway.
        
       | hardlianotion wrote:
       | I saw this the first time around. Loved it. Then I started losing
       | quickly...
        
         | hardlianotion wrote:
         | Anyway. Would do again.
        
       | bl4kers wrote:
       | I tried playing but it booted me for being "AFK" even though I
       | was tapping the whole time
        
       | psikomanjak wrote:
       | I am loving this
        
       | johnmorrison wrote:
       | I love this game, got pretty into it around 2016/17 and rose to
       | the top of the global 1v1 leaderboard for a while. Really cool to
       | see it still running :D
        
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       (page generated 2023-12-24 23:00 UTC)